refresh() Refreshes the Time.time and Time.elapsedMS properties from the system clock. Source
removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the
slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =
pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is
fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if
events : Phaser.Timer A
create(autoDestroy) → {Phaser.Timer}
desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier
[readonly] fps : number Advanced timing result: Frames per second. Only calculated
new Time(game) This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for
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